Adapted renderer for new texture indexing
parent
c382431747
commit
7cde4f2346
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@ -1,3 +1,5 @@
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// INCLUDE: global uniform header
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struct InstanceInput {
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@location(2) transform_matrix_0: vec4<f32>,
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@location(3) transform_matrix_1: vec4<f32>,
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@ -9,27 +11,12 @@ struct InstanceInput {
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struct VertexInput {
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@location(0) position: vec3<f32>,
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@location(1) texture_coords: vec2<f32>,
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}
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};
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struct VertexOutput {
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@builtin(position) position: vec4<f32>,
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@location(0) texture_coords: vec2<f32>,
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@location(1) texture_index: u32,
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}
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@group(1) @binding(0)
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var<uniform> global: GlobalUniform;
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struct GlobalUniform {
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camera_position: vec2<f32>,
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camera_zoom: vec2<f32>,
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camera_zoom_limits: vec2<f32>,
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window_size: vec2<f32>,
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window_aspect: vec2<f32>,
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starfield_texture: vec2<u32>,
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starfield_tile_size: vec2<f32>,
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starfield_size_limits: vec2<f32>,
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current_time: vec2<f32>,
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};
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@ -56,8 +43,17 @@ fn vertex_main(
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var out: VertexOutput;
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out.position = transform * vec4<f32>(vertex.position, 1.0);
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out.texture_coords = vertex.texture_coords;
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out.texture_index = instance.texture_index;
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out.texture_index = u32(0);
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let t = atlas.texture_locations[instance.texture_index];
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out.texture_coords = vec2(t.xpos, t.ypos);
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if vertex.texture_coords.x == 1.0 {
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out.texture_coords = vec2(out.texture_coords.x + t.width, out.texture_coords.y);
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}
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if vertex.texture_coords.y == 1.0 {
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out.texture_coords = vec2(out.texture_coords.x, out.texture_coords.y + t.height);
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}
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return out;
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}
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@ -1,3 +1,5 @@
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// INCLUDE: global uniform header
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struct InstanceInput {
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@location(2) position: vec2<f32>,
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@location(3) velocity: vec2<f32>,
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@ -22,21 +24,6 @@ struct VertexOutput {
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}
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@group(1) @binding(0)
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var<uniform> global: GlobalUniform;
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struct GlobalUniform {
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camera_position: vec2<f32>,
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camera_zoom: vec2<f32>,
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camera_zoom_limits: vec2<f32>,
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window_size: vec2<f32>,
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window_aspect: vec2<f32>,
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starfield_texture: vec2<u32>,
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starfield_tile_size: vec2<f32>,
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starfield_size_limits: vec2<f32>,
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current_time: vec2<f32>,
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};
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@group(0) @binding(0)
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var texture_array: binding_array<texture_2d<f32>>;
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@group(0) @binding(1)
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@ -57,7 +44,7 @@ fn vertex_main(
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out.texture_coords = vertex.texture_coords;
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if instance.expires < global.current_time.x {
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out.texture_index = instance.texture_index_len_rep.x;
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out.texture_index = u32(0);
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out.position = vec4<f32>(2.0, 2.0, 0.0, 1.0);
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return out;
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}
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@ -80,7 +67,17 @@ fn vertex_main(
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}
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out.texture_index = instance.texture_index_len_rep.x + frame;
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// Pick image
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out.texture_index = u32(0);
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let t = atlas.texture_locations[instance.texture_index_len_rep.x + frame];
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out.texture_coords = vec2(t.xpos, t.ypos);
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if vertex.texture_coords.x == 1.0 {
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out.texture_coords = vec2(out.texture_coords.x + t.width, out.texture_coords.y);
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}
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if vertex.texture_coords.y == 1.0 {
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out.texture_coords = vec2(out.texture_coords.x, out.texture_coords.y + t.height);
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}
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let rotation = mat2x2(instance.rotation_0, instance.rotation_1);
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var scale: f32 = instance.size / global.camera_zoom.x;
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@ -1,3 +1,5 @@
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// INCLUDE: global uniform header
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struct InstanceInput {
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@location(2) position: vec3<f32>,
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@location(3) size: f32,
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@ -12,24 +14,10 @@ struct VertexInput {
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struct VertexOutput {
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@builtin(position) position: vec4<f32>,
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@location(0) texture_coords: vec2<f32>,
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@location(1) tint: vec2<f32>,
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@location(1) texture_index: u32,
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@location(2) tint: vec2<f32>,
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}
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@group(1) @binding(0)
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var<uniform> global: GlobalUniform;
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struct GlobalUniform {
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camera_position: vec2<f32>,
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camera_zoom: vec2<f32>,
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camera_zoom_limits: vec2<f32>,
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window_size: vec2<f32>,
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window_aspect: vec2<f32>,
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starfield_texture: vec2<u32>,
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starfield_tile_size: vec2<f32>,
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starfield_size_limits: vec2<f32>,
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current_time: vec2<f32>,
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};
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@group(0) @binding(0)
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var texture_array: binding_array<texture_2d<f32>>;
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@group(0) @binding(1)
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@ -49,7 +37,6 @@ fn vertex_main(
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) -> VertexOutput {
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var out: VertexOutput;
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out.texture_coords = vertex.texture_coords;
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out.tint = instance.tint;
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// Center of the tile the camera is currently in, in game coordinates.
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@ -120,6 +107,17 @@ fn vertex_main(
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);
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out.position = vec4<f32>(pos, 0.0, 1.0) * instance.position.z;
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out.texture_index = u32(0);
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let t = atlas.texture_locations[global.starfield_texture.x];
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out.texture_coords = vec2(t.xpos, t.ypos);
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if vertex.texture_coords.x == 1.0 {
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out.texture_coords = vec2(out.texture_coords.x + t.width, out.texture_coords.y);
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}
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if vertex.texture_coords.y == 1.0 {
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out.texture_coords = vec2(out.texture_coords.x, out.texture_coords.y + t.height);
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}
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return out;
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}
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@ -136,7 +134,7 @@ fn fragment_main(in: VertexOutput) -> @location(0) vec4<f32> {
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let c_del = c_bot - c_top;
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return textureSampleLevel(
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texture_array[global.starfield_texture.x],
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texture_array[in.texture_index],
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sampler_array[0],
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in.texture_coords,
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0.0
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@ -1,3 +1,5 @@
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// INCLUDE: global uniform header
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struct InstanceInput {
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@location(2) transform_matrix_0: vec4<f32>,
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@location(3) transform_matrix_1: vec4<f32>,
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@ -19,22 +21,6 @@ struct VertexOutput {
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@location(2) color_transform: vec4<f32>,
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}
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@group(1) @binding(0)
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var<uniform> global: GlobalUniform;
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struct GlobalUniform {
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camera_position: vec2<f32>,
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camera_zoom: vec2<f32>,
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camera_zoom_limits: vec2<f32>,
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window_size: vec2<f32>,
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window_aspect: vec2<f32>,
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starfield_texture: vec2<u32>,
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starfield_tile_size: vec2<f32>,
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starfield_size_limits: vec2<f32>,
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current_time: vec2<f32>,
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};
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@group(0) @binding(0)
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var texture_array: binding_array<texture_2d<f32>>;
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@group(0) @binding(1)
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var out: VertexOutput;
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out.position = transform * vec4<f32>(vertex.position, 1.0);
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out.texture_coords = vertex.texture_coords;
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out.texture_index = instance.texture_index;
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out.color_transform = instance.color_transform;
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out.texture_index = u32(0);
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let t = atlas.texture_locations[instance.texture_index];
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out.texture_coords = vec2(t.xpos, t.ypos);
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if vertex.texture_coords.x == 1.0 {
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out.texture_coords = vec2(out.texture_coords.x + t.width, out.texture_coords.y);
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}
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if vertex.texture_coords.y == 1.0 {
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out.texture_coords = vec2(out.texture_coords.x, out.texture_coords.y + t.height);
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}
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return out;
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}
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@ -1,96 +0,0 @@
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use bytemuck;
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use std::mem;
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use wgpu;
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pub struct GlobalData {
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pub buffer: wgpu::Buffer,
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pub bind_group: wgpu::BindGroup,
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pub bind_group_layout: wgpu::BindGroupLayout,
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pub content: GlobalDataContent,
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}
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#[repr(C)]
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#[derive(Debug, Copy, Clone, Default, bytemuck::Pod, bytemuck::Zeroable)]
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// Uniforms require uniform alignment.
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// Since the largest value in this array is a [f32; 2],
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// all smaller values must be padded.
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// also, [f32; 3] are aligned as [f32; 4]
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// (since alignments must be powers of two)
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pub struct GlobalDataContent {
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/// Camera position, in game units
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pub camera_position: [f32; 2],
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/// Camera zoom value, in game units.
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/// Second component is ignored.
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pub camera_zoom: [f32; 2],
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/// Camera zoom min and max.
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pub camera_zoom_limits: [f32; 2],
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/// Size ratio of window, in physical pixels
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pub window_size: [f32; 2],
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/// Aspect ratio of window
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/// Second component is ignored.
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pub window_aspect: [f32; 2],
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/// Texture index of starfield sprites
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/// Second component is ignored.
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pub starfield_texture: [u32; 2],
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// Size of (square) starfield tiles, in game units
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/// Second component is ignored.
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pub starfield_tile_size: [f32; 2],
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/// Min and max starfield star size, in game units
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pub starfield_size_limits: [f32; 2],
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/// Current game time, in seconds.
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/// Second component is ignored.
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pub current_time: [f32; 2],
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}
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impl GlobalDataContent {
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const SIZE: u64 = mem::size_of::<Self>() as wgpu::BufferAddress;
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}
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impl GlobalData {
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pub fn new(device: &wgpu::Device) -> Self {
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let buffer = device.create_buffer(&wgpu::BufferDescriptor {
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label: None,
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size: GlobalDataContent::SIZE,
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usage: wgpu::BufferUsages::UNIFORM | wgpu::BufferUsages::COPY_DST,
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mapped_at_creation: false,
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});
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let bind_group_layout = device.create_bind_group_layout(&wgpu::BindGroupLayoutDescriptor {
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entries: &[wgpu::BindGroupLayoutEntry {
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binding: 0,
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visibility: wgpu::ShaderStages::VERTEX_FRAGMENT,
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ty: wgpu::BindingType::Buffer {
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ty: wgpu::BufferBindingType::Uniform,
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has_dynamic_offset: false,
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min_binding_size: None,
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},
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count: None,
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}],
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label: Some("globaldata bind group layout"),
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});
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let bind_group = device.create_bind_group(&wgpu::BindGroupDescriptor {
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layout: &bind_group_layout,
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entries: &[wgpu::BindGroupEntry {
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binding: 0,
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resource: buffer.as_entire_binding(),
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}],
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label: Some("globaldata bind group"),
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});
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return Self {
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buffer,
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bind_group,
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bind_group_layout,
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content: GlobalDataContent::default(),
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};
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}
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}
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@ -0,0 +1,44 @@
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use bytemuck::{Pod, Zeroable};
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use std::mem;
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use wgpu;
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#[repr(C)]
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#[derive(Debug, Copy, Clone, Pod, Zeroable, Default)]
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pub struct ImageLocation {
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/// Format: [x, y, w, h], in texture coordinates
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pub x: f32,
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pub y: f32,
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pub w: f32,
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pub h: f32,
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}
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#[derive(Debug, Copy, Clone)]
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pub struct ImageLocations {
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/// Format: [x, y, w, h], in texture coordinates
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pub data: [ImageLocation; 108],
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}
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unsafe impl Pod for ImageLocations {}
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unsafe impl Zeroable for ImageLocations {
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fn zeroed() -> Self {
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Self {
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data: [ImageLocation::zeroed(); 108],
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}
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}
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}
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impl Default for ImageLocations {
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fn default() -> Self {
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Self::zeroed()
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}
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}
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#[repr(C)]
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#[derive(Debug, Copy, Clone, Default, Pod, Zeroable)]
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pub struct AtlasContent {
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pub locations: ImageLocations,
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}
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impl AtlasContent {
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pub const SIZE: u64 = mem::size_of::<Self>() as wgpu::BufferAddress;
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}
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@ -0,0 +1,48 @@
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use bytemuck;
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use std::mem;
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use wgpu;
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#[repr(C)]
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#[derive(Debug, Copy, Clone, Default, bytemuck::Pod, bytemuck::Zeroable)]
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// Uniforms require uniform alignment.
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// Since the largest value in this array is a [f32; 2],
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// all smaller values must be padded.
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// also, [f32; 3] are aligned as [f32; 4]
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// (since alignments must be powers of two)
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pub struct DataContent {
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/// Camera position, in game units
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pub camera_position: [f32; 2],
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/// Camera zoom value, in game units.
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/// Second component is ignored.
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pub camera_zoom: [f32; 2],
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/// Camera zoom min and max.
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pub camera_zoom_limits: [f32; 2],
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/// Size ratio of window, in physical pixels
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pub window_size: [f32; 2],
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/// Aspect ratio of window
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/// Second component is ignored.
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pub window_aspect: [f32; 2],
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/// Index of starfield sprite
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/// Second component is ignored.
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pub starfield_sprite: [u32; 2],
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// Size of (square) starfield tiles, in game units
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/// Second component is ignored.
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pub starfield_tile_size: [f32; 2],
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/// Min and max starfield star size, in game units
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pub starfield_size_limits: [f32; 2],
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/// Current game time, in seconds.
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/// Second component is ignored.
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pub current_time: [f32; 2],
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}
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impl DataContent {
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pub const SIZE: u64 = mem::size_of::<Self>() as wgpu::BufferAddress;
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}
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@ -0,0 +1,120 @@
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use wgpu;
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use super::{AtlasContent, DataContent};
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pub struct GlobalUniform {
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pub data_buffer: wgpu::Buffer,
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pub atlas_buffer: wgpu::Buffer,
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pub bind_group: wgpu::BindGroup,
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pub bind_group_layout: wgpu::BindGroupLayout,
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pub content: DataContent,
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}
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impl GlobalUniform {
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pub fn shader_header(&self, group: u32) -> String {
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let mut out = String::new();
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out.push_str(&format!("@group({group}) @binding(0)\n"));
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out.push_str(
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r#"
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var<uniform> global: GlobalUniform;
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struct GlobalUniform {
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camera_position: vec2<f32>,
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camera_zoom: vec2<f32>,
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camera_zoom_limits: vec2<f32>,
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window_size: vec2<f32>,
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window_aspect: vec2<f32>,
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starfield_texture: vec2<u32>,
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starfield_tile_size: vec2<f32>,
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starfield_size_limits: vec2<f32>,
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current_time: vec2<f32>,
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};
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"#,
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);
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out.push_str("\n");
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out.push_str(&format!("@group({group}) @binding(1)\n"));
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out.push_str(
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r#"
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var<uniform> atlas: AtlasUniform;
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struct TextureLocation {
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xpos: f32,
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ypos: f32,
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width: f32,
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height: f32,
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};
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struct AtlasUniform {
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texture_locations: array<TextureLocation, 108>,
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};
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"#,
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);
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out.push_str("\n");
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return out;
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}
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pub fn new(device: &wgpu::Device) -> Self {
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let data_buffer = device.create_buffer(&wgpu::BufferDescriptor {
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label: Some("global uniform data buffer"),
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size: DataContent::SIZE,
|
||||
usage: wgpu::BufferUsages::UNIFORM | wgpu::BufferUsages::COPY_DST,
|
||||
mapped_at_creation: false,
|
||||
});
|
||||
|
||||
let atlas_buffer = device.create_buffer(&wgpu::BufferDescriptor {
|
||||
label: Some("global uniform atlas buffer"),
|
||||
size: AtlasContent::SIZE,
|
||||
usage: wgpu::BufferUsages::UNIFORM | wgpu::BufferUsages::COPY_DST,
|
||||
mapped_at_creation: false,
|
||||
});
|
||||
|
||||
let bind_group_layout = device.create_bind_group_layout(&wgpu::BindGroupLayoutDescriptor {
|
||||
entries: &[
|
||||
wgpu::BindGroupLayoutEntry {
|
||||
binding: 0,
|
||||
visibility: wgpu::ShaderStages::VERTEX_FRAGMENT,
|
||||
ty: wgpu::BindingType::Buffer {
|
||||
ty: wgpu::BufferBindingType::Uniform,
|
||||
has_dynamic_offset: false,
|
||||
min_binding_size: None,
|
||||
},
|
||||
count: None,
|
||||
},
|
||||
wgpu::BindGroupLayoutEntry {
|
||||
binding: 1,
|
||||
visibility: wgpu::ShaderStages::VERTEX_FRAGMENT,
|
||||
ty: wgpu::BindingType::Buffer {
|
||||
ty: wgpu::BufferBindingType::Uniform,
|
||||
has_dynamic_offset: false,
|
||||
min_binding_size: None,
|
||||
},
|
||||
count: None,
|
||||
},
|
||||
],
|
||||
label: Some("global uniform bind group layout"),
|
||||
});
|
||||
|
||||
let bind_group = device.create_bind_group(&wgpu::BindGroupDescriptor {
|
||||
layout: &bind_group_layout,
|
||||
entries: &[
|
||||
wgpu::BindGroupEntry {
|
||||
binding: 0,
|
||||
resource: data_buffer.as_entire_binding(),
|
||||
},
|
||||
wgpu::BindGroupEntry {
|
||||
binding: 1,
|
||||
resource: atlas_buffer.as_entire_binding(),
|
||||
},
|
||||
],
|
||||
label: Some("global uniform bind group"),
|
||||
});
|
||||
|
||||
return Self {
|
||||
data_buffer,
|
||||
atlas_buffer,
|
||||
bind_group,
|
||||
bind_group_layout,
|
||||
content: DataContent::default(),
|
||||
};
|
||||
}
|
||||
}
|
|
@ -0,0 +1,7 @@
|
|||
mod atlascontent;
|
||||
mod datacontent;
|
||||
mod globaluniform;
|
||||
|
||||
pub use atlascontent::{AtlasContent, ImageLocation, ImageLocations};
|
||||
pub use datacontent::DataContent;
|
||||
pub use globaluniform::GlobalUniform;
|
|
@ -8,7 +8,7 @@ use winit::{self, dpi::LogicalSize, window::Window};
|
|||
|
||||
use crate::{
|
||||
content,
|
||||
globaldata::{GlobalData, GlobalDataContent},
|
||||
globaluniform::{AtlasContent, DataContent, GlobalUniform},
|
||||
pipeline::PipelineBuilder,
|
||||
sprite::ObjectSubSprite,
|
||||
starfield::Starfield,
|
||||
|
@ -18,7 +18,7 @@ use crate::{
|
|||
types::{ObjectInstance, ParticleInstance, StarfieldInstance, TexturedVertex, UiInstance},
|
||||
BufferObject, VertexBuffer,
|
||||
},
|
||||
FrameState, ObjectSprite, UiSprite, OPENGL_TO_WGPU_MATRIX,
|
||||
ObjectSprite, RenderState, UiSprite, OPENGL_TO_WGPU_MATRIX,
|
||||
};
|
||||
|
||||
/// A high-level GPU wrapper. Consumes game state,
|
||||
|
@ -44,7 +44,7 @@ pub struct GPUState {
|
|||
|
||||
starfield: Starfield,
|
||||
texture_array: TextureArray,
|
||||
global_data: GlobalData,
|
||||
global_uniform: GlobalUniform,
|
||||
vertex_buffers: VertexBuffers,
|
||||
}
|
||||
|
||||
|
@ -60,6 +60,19 @@ struct VertexBuffers {
|
|||
particle: Rc<VertexBuffer>,
|
||||
}
|
||||
|
||||
/// Preprocess shader files
|
||||
fn preprocess_shader(
|
||||
shader: &str,
|
||||
global_uniform: &GlobalUniform,
|
||||
global_uniform_group: u32,
|
||||
) -> String {
|
||||
// Insert common headers
|
||||
shader.replace(
|
||||
"// INCLUDE: global uniform header",
|
||||
&global_uniform.shader_header(global_uniform_group),
|
||||
)
|
||||
}
|
||||
|
||||
impl GPUState {
|
||||
/// Make a new GPUState that draws on `window`
|
||||
pub async fn new(window: Window, ct: &content::Content) -> Result<Self> {
|
||||
|
@ -161,22 +174,26 @@ impl GPUState {
|
|||
};
|
||||
|
||||
// Load uniforms
|
||||
let global_data = GlobalData::new(&device);
|
||||
let global_uniform = GlobalUniform::new(&device);
|
||||
let texture_array = TextureArray::new(&device, &queue, ct)?;
|
||||
|
||||
// Make sure these match the indices in each shader
|
||||
let bind_group_layouts = &[
|
||||
&texture_array.bind_group_layout,
|
||||
&global_data.bind_group_layout,
|
||||
&global_uniform.bind_group_layout,
|
||||
];
|
||||
|
||||
// Create render pipelines
|
||||
let object_pipeline = PipelineBuilder::new("object", &device)
|
||||
.set_shader(include_str!(concat!(
|
||||
env!("CARGO_MANIFEST_DIR"),
|
||||
"/shaders/",
|
||||
"object.wgsl"
|
||||
)))
|
||||
.set_shader(&preprocess_shader(
|
||||
&include_str!(concat!(
|
||||
env!("CARGO_MANIFEST_DIR"),
|
||||
"/shaders/",
|
||||
"object.wgsl"
|
||||
)),
|
||||
&global_uniform,
|
||||
1,
|
||||
))
|
||||
.set_format(config.format)
|
||||
.set_triangle(true)
|
||||
.set_vertex_buffer(&vertex_buffers.object)
|
||||
|
@ -184,11 +201,15 @@ impl GPUState {
|
|||
.build();
|
||||
|
||||
let starfield_pipeline = PipelineBuilder::new("starfield", &device)
|
||||
.set_shader(include_str!(concat!(
|
||||
env!("CARGO_MANIFEST_DIR"),
|
||||
"/shaders/",
|
||||
"starfield.wgsl"
|
||||
)))
|
||||
.set_shader(&preprocess_shader(
|
||||
&include_str!(concat!(
|
||||
env!("CARGO_MANIFEST_DIR"),
|
||||
"/shaders/",
|
||||
"starfield.wgsl"
|
||||
)),
|
||||
&global_uniform,
|
||||
1,
|
||||
))
|
||||
.set_format(config.format)
|
||||
.set_triangle(true)
|
||||
.set_vertex_buffer(&vertex_buffers.starfield)
|
||||
|
@ -196,11 +217,11 @@ impl GPUState {
|
|||
.build();
|
||||
|
||||
let ui_pipeline = PipelineBuilder::new("ui", &device)
|
||||
.set_shader(include_str!(concat!(
|
||||
env!("CARGO_MANIFEST_DIR"),
|
||||
"/shaders/",
|
||||
"ui.wgsl"
|
||||
)))
|
||||
.set_shader(&preprocess_shader(
|
||||
&include_str!(concat!(env!("CARGO_MANIFEST_DIR"), "/shaders/", "ui.wgsl")),
|
||||
&global_uniform,
|
||||
1,
|
||||
))
|
||||
.set_format(config.format)
|
||||
.set_triangle(true)
|
||||
.set_vertex_buffer(&vertex_buffers.ui)
|
||||
|
@ -208,11 +229,15 @@ impl GPUState {
|
|||
.build();
|
||||
|
||||
let particle_pipeline = PipelineBuilder::new("particle", &device)
|
||||
.set_shader(include_str!(concat!(
|
||||
env!("CARGO_MANIFEST_DIR"),
|
||||
"/shaders/",
|
||||
"particle.wgsl"
|
||||
)))
|
||||
.set_shader(&preprocess_shader(
|
||||
&include_str!(concat!(
|
||||
env!("CARGO_MANIFEST_DIR"),
|
||||
"/shaders/",
|
||||
"particle.wgsl"
|
||||
)),
|
||||
&global_uniform,
|
||||
1,
|
||||
))
|
||||
.set_format(config.format)
|
||||
.set_triangle(true)
|
||||
.set_vertex_buffer(&vertex_buffers.particle)
|
||||
|
@ -239,7 +264,7 @@ impl GPUState {
|
|||
|
||||
starfield,
|
||||
texture_array,
|
||||
global_data,
|
||||
global_uniform,
|
||||
vertex_buffers,
|
||||
});
|
||||
}
|
||||
|
@ -283,7 +308,7 @@ impl GPUState {
|
|||
} - camera_pos.to_vec())
|
||||
/ s.pos.z
|
||||
};
|
||||
let texture = self.texture_array.get_texture(s.texture);
|
||||
let texture = self.texture_array.get_texture(s.sprite);
|
||||
|
||||
// Game dimensions of this sprite post-scale.
|
||||
// Don't divide by 2, we use this later.
|
||||
|
@ -345,7 +370,7 @@ impl GPUState {
|
|||
|
||||
instances.push(ObjectInstance {
|
||||
transform: t.into(),
|
||||
texture_index: texture.index,
|
||||
sprite_index: texture.index,
|
||||
});
|
||||
|
||||
// Add children
|
||||
|
@ -366,7 +391,7 @@ impl GPUState {
|
|||
parent_pos: Point2<f32>,
|
||||
parent_angle: Deg<f32>,
|
||||
) {
|
||||
let texture = self.texture_array.get_texture(s.texture);
|
||||
let texture = self.texture_array.get_texture(s.sprite);
|
||||
let scale = s.size / (s.pos.z * camera_zoom);
|
||||
let sprite_aspect_and_scale =
|
||||
Matrix4::from_nonuniform_scale(texture.aspect * scale, scale, 1.0);
|
||||
|
@ -395,7 +420,7 @@ impl GPUState {
|
|||
|
||||
instances.push(ObjectInstance {
|
||||
transform: t.into(),
|
||||
texture_index: texture.index,
|
||||
sprite_index: texture.index,
|
||||
});
|
||||
}
|
||||
|
||||
|
@ -404,7 +429,7 @@ impl GPUState {
|
|||
let logical_size: LogicalSize<f32> =
|
||||
self.window_size.to_logical(self.window.scale_factor());
|
||||
|
||||
let texture = self.texture_array.get_texture(s.texture);
|
||||
let texture = self.texture_array.get_texture(s.sprite);
|
||||
let width = s.dimensions.x;
|
||||
let height = s.dimensions.y;
|
||||
|
||||
|
@ -448,7 +473,7 @@ impl GPUState {
|
|||
|
||||
instances.push(UiInstance {
|
||||
transform: (OPENGL_TO_WGPU_MATRIX * translate * screen_aspect * rotate * scale).into(),
|
||||
texture_index: texture.index,
|
||||
sprite_index: texture.index,
|
||||
color: s.color.unwrap_or([1.0, 1.0, 1.0, 1.0]),
|
||||
});
|
||||
}
|
||||
|
@ -456,7 +481,7 @@ impl GPUState {
|
|||
/// Make an instance for all the game's sprites
|
||||
/// (Objects and UI)
|
||||
/// This will Will panic if any X_SPRITE_INSTANCE_LIMIT is exceeded.
|
||||
fn update_sprite_instances(&self, framestate: FrameState) -> (usize, usize) {
|
||||
fn update_sprite_instances(&self, framestate: RenderState) -> (usize, usize) {
|
||||
let mut object_instances: Vec<ObjectInstance> = Vec::new();
|
||||
|
||||
// Game coordinates (relative to camera) of ne and sw corners of screen.
|
||||
|
@ -518,8 +543,22 @@ impl GPUState {
|
|||
);
|
||||
}
|
||||
|
||||
/// Initialize the rendering engine
|
||||
pub fn init(&mut self) {
|
||||
// Update global values
|
||||
self.queue.write_buffer(
|
||||
&self.global_uniform.atlas_buffer,
|
||||
0,
|
||||
bytemuck::cast_slice(&[AtlasContent {
|
||||
locations: self.texture_array.data,
|
||||
}]),
|
||||
);
|
||||
|
||||
self.update_starfield_buffer();
|
||||
}
|
||||
|
||||
/// Main render function. Draws sprites on a window.
|
||||
pub fn render(&mut self, framestate: FrameState) -> Result<(), wgpu::SurfaceError> {
|
||||
pub fn render(&mut self, framestate: RenderState) -> Result<(), wgpu::SurfaceError> {
|
||||
let output = self.surface.get_current_texture()?;
|
||||
let view = output
|
||||
.texture
|
||||
|
@ -554,9 +593,9 @@ impl GPUState {
|
|||
|
||||
// Update global values
|
||||
self.queue.write_buffer(
|
||||
&self.global_data.buffer,
|
||||
&self.global_uniform.data_buffer,
|
||||
0,
|
||||
bytemuck::cast_slice(&[GlobalDataContent {
|
||||
bytemuck::cast_slice(&[DataContent {
|
||||
camera_position: framestate.camera_pos.into(),
|
||||
camera_zoom: [framestate.camera_zoom, 0.0],
|
||||
camera_zoom_limits: [galactica_constants::ZOOM_MIN, galactica_constants::ZOOM_MAX],
|
||||
|
@ -565,7 +604,7 @@ impl GPUState {
|
|||
self.window_size.height as f32,
|
||||
],
|
||||
window_aspect: [self.window_aspect, 0.0],
|
||||
starfield_texture: [self.texture_array.get_starfield_texture().index, 0],
|
||||
starfield_sprite: [self.texture_array.get_starfield_texture().index, 0],
|
||||
starfield_tile_size: [galactica_constants::STARFIELD_SIZE as f32, 0.0],
|
||||
starfield_size_limits: [
|
||||
galactica_constants::STARFIELD_SIZE_MIN,
|
||||
|
@ -577,7 +616,7 @@ impl GPUState {
|
|||
|
||||
// Write all new particles to GPU buffer
|
||||
for i in framestate.new_particles.iter() {
|
||||
let texture = self.texture_array.get_texture(i.texture);
|
||||
let texture = self.texture_array.get_texture(i.sprite);
|
||||
self.queue.write_buffer(
|
||||
&self.vertex_buffers.particle.instances,
|
||||
ParticleInstance::SIZE * self.vertex_buffers.particle_array_head,
|
||||
|
@ -607,7 +646,7 @@ impl GPUState {
|
|||
// These should match the indices in each shader,
|
||||
// and should each have a corresponding bind group layout.
|
||||
render_pass.set_bind_group(0, &self.texture_array.bind_group, &[]);
|
||||
render_pass.set_bind_group(1, &self.global_data.bind_group, &[]);
|
||||
render_pass.set_bind_group(1, &self.global_uniform.bind_group, &[]);
|
||||
|
||||
// Starfield pipeline
|
||||
self.vertex_buffers.starfield.set_in_pass(&mut render_pass);
|
||||
|
|
|
@ -7,18 +7,18 @@
|
|||
//! and the only one external code should interact with.
|
||||
//! (Excluding data structs, like [`ObjectSprite`])
|
||||
|
||||
mod framestate;
|
||||
mod globaldata;
|
||||
mod globaluniform;
|
||||
mod gpustate;
|
||||
mod pipeline;
|
||||
mod renderstate;
|
||||
mod sprite;
|
||||
mod starfield;
|
||||
mod texturearray;
|
||||
mod vertexbuffer;
|
||||
|
||||
pub use framestate::FrameState;
|
||||
use galactica_content as content;
|
||||
pub use gpustate::GPUState;
|
||||
pub use renderstate::RenderState;
|
||||
pub use sprite::{AnchoredUiPosition, ObjectSprite, ObjectSubSprite, ParticleBuilder, UiSprite};
|
||||
|
||||
use cgmath::Matrix4;
|
||||
|
|
|
@ -3,7 +3,7 @@ use cgmath::Point2;
|
|||
use crate::{ObjectSprite, ParticleBuilder, UiSprite};
|
||||
|
||||
/// Bundles parameters passed to a single call to GPUState::render
|
||||
pub struct FrameState<'a> {
|
||||
pub struct RenderState<'a> {
|
||||
/// Camera position, in world units
|
||||
pub camera_pos: Point2<f32>,
|
||||
|
|
@ -3,8 +3,8 @@ use cgmath::{Deg, Point2, Point3, Vector2};
|
|||
|
||||
/// Instructions to create a new particle
|
||||
pub struct ParticleBuilder {
|
||||
/// The texture to use for this particle
|
||||
pub texture: content::TextureHandle,
|
||||
/// The sprite to use for this particle
|
||||
pub sprite: content::SpriteHandle,
|
||||
|
||||
/// This object's center, in world coordinates.
|
||||
pub pos: Point2<f32>,
|
||||
|
@ -18,7 +18,7 @@ pub struct ParticleBuilder {
|
|||
/// This particle's lifetime, in seconds
|
||||
pub lifetime: f32,
|
||||
|
||||
/// The size of this sprite,
|
||||
/// The size of this particle,
|
||||
/// given as height in world units.
|
||||
pub size: f32,
|
||||
}
|
||||
|
@ -54,8 +54,8 @@ pub enum AnchoredUiPosition {
|
|||
/// A sprite that represents a ui element
|
||||
#[derive(Debug, Clone)]
|
||||
pub struct UiSprite {
|
||||
/// The texture to use for this sprite
|
||||
pub texture: content::TextureHandle,
|
||||
/// The sprite to draw
|
||||
pub sprite: content::SpriteHandle,
|
||||
|
||||
/// This object's position, in logical (dpi-adjusted) pixels
|
||||
pub pos: AnchoredUiPosition,
|
||||
|
@ -75,8 +75,8 @@ pub struct UiSprite {
|
|||
/// Ships, planets, debris, etc
|
||||
#[derive(Debug, Clone)]
|
||||
pub struct ObjectSprite {
|
||||
/// The texture to use for this sprite
|
||||
pub texture: content::TextureHandle,
|
||||
/// The sprite to draw
|
||||
pub sprite: content::SpriteHandle,
|
||||
|
||||
/// This object's center, in world coordinates.
|
||||
pub pos: Point3<f32>,
|
||||
|
@ -97,8 +97,8 @@ pub struct ObjectSprite {
|
|||
/// A sprite that is drawn relative to an ObjectSprite.
|
||||
#[derive(Debug, Clone)]
|
||||
pub struct ObjectSubSprite {
|
||||
/// The sprite texture to draw
|
||||
pub texture: content::TextureHandle,
|
||||
/// The sprite to draw
|
||||
pub sprite: content::SpriteHandle,
|
||||
|
||||
/// This object's position, in world coordinates.
|
||||
/// This is relative to this sprite's parent.
|
||||
|
|
|
@ -1,5 +1,10 @@
|
|||
use crate::content;
|
||||
use crate::{
|
||||
content,
|
||||
globaluniform::{ImageLocation, ImageLocations},
|
||||
};
|
||||
use anyhow::Result;
|
||||
use bytemuck::Zeroable;
|
||||
use galactica_packer::SpriteAtlasImage;
|
||||
use image::GenericImageView;
|
||||
use std::{collections::HashMap, fs::File, io::Read, num::NonZeroU32};
|
||||
use wgpu::BindGroupLayout;
|
||||
|
@ -67,30 +72,32 @@ impl RawTexture {
|
|||
}
|
||||
}
|
||||
|
||||
#[derive(Debug, Clone, Copy)]
|
||||
#[derive(Debug, Clone)]
|
||||
pub struct Texture {
|
||||
pub index: u32, // Index in texture array
|
||||
pub len: u32, // Number of frames
|
||||
pub fps: f32, // Frames per second
|
||||
pub aspect: f32, // width / height
|
||||
pub repeat: u32, // How to re-play this texture
|
||||
pub location: Vec<SpriteAtlasImage>,
|
||||
}
|
||||
|
||||
pub struct TextureArray {
|
||||
pub bind_group: wgpu::BindGroup,
|
||||
pub bind_group_layout: BindGroupLayout,
|
||||
starfield_handle: content::TextureHandle,
|
||||
textures: HashMap<content::TextureHandle, Texture>,
|
||||
starfield_handle: content::SpriteHandle,
|
||||
sprites: HashMap<content::SpriteHandle, Texture>,
|
||||
pub data: ImageLocations,
|
||||
}
|
||||
|
||||
impl TextureArray {
|
||||
pub fn get_starfield_texture(&self) -> Texture {
|
||||
*self.textures.get(&self.starfield_handle).unwrap()
|
||||
pub fn get_starfield_texture(&self) -> &Texture {
|
||||
self.sprites.get(&self.starfield_handle).unwrap()
|
||||
}
|
||||
|
||||
pub fn get_texture(&self, handle: content::TextureHandle) -> Texture {
|
||||
match self.textures.get(&handle) {
|
||||
Some(x) => *x,
|
||||
pub fn get_texture(&self, handle: content::SpriteHandle) -> &Texture {
|
||||
match self.sprites.get(&handle) {
|
||||
Some(x) => x,
|
||||
None => unreachable!("Tried to get a texture that doesn't exist"),
|
||||
}
|
||||
}
|
||||
|
@ -98,26 +105,44 @@ impl TextureArray {
|
|||
pub fn new(device: &wgpu::Device, queue: &wgpu::Queue, ct: &content::Content) -> Result<Self> {
|
||||
// Load all textures
|
||||
let mut texture_data = Vec::new();
|
||||
let mut textures = HashMap::new();
|
||||
let mut sprites = HashMap::new();
|
||||
|
||||
for t in &ct.textures {
|
||||
let index = texture_data.len() as u32;
|
||||
for f in &t.frames {
|
||||
let mut f = File::open(&f)?;
|
||||
let mut bytes = Vec::new();
|
||||
f.read_to_end(&mut bytes)?;
|
||||
texture_data.push(RawTexture::from_bytes(&device, &queue, &bytes, &t.name)?);
|
||||
}
|
||||
textures.insert(
|
||||
println!("opening image");
|
||||
let mut f = File::open("atlas-0.bmp")?;
|
||||
let mut bytes = Vec::new();
|
||||
f.read_to_end(&mut bytes)?;
|
||||
texture_data.push(RawTexture::from_bytes(&device, &queue, &bytes, "Atlas")?);
|
||||
|
||||
let mut tx = ImageLocations::zeroed();
|
||||
|
||||
println!("sending to gpu");
|
||||
let mut i = 0;
|
||||
for t in &ct.sprites {
|
||||
let loc = ct.get_image(&t.frames[0]);
|
||||
|
||||
sprites.insert(
|
||||
t.handle,
|
||||
Texture {
|
||||
index,
|
||||
aspect: t.handle.aspect,
|
||||
index: i,
|
||||
aspect: t.aspect,
|
||||
fps: t.fps,
|
||||
len: t.frames.len() as u32,
|
||||
repeat: t.repeat.as_int(),
|
||||
location: vec![loc.clone()],
|
||||
},
|
||||
);
|
||||
|
||||
// Insert texture location data
|
||||
for path in &t.frames {
|
||||
let image = ct.get_image(&path);
|
||||
tx.data[i as usize] = ImageLocation {
|
||||
x: image.x,
|
||||
y: image.y,
|
||||
w: image.w,
|
||||
h: image.h,
|
||||
};
|
||||
i += 1;
|
||||
}
|
||||
}
|
||||
|
||||
let sampler = device.create_sampler(&wgpu::SamplerDescriptor {
|
||||
|
@ -136,7 +161,7 @@ impl TextureArray {
|
|||
// Texture data
|
||||
wgpu::BindGroupLayoutEntry {
|
||||
binding: 0,
|
||||
visibility: wgpu::ShaderStages::FRAGMENT,
|
||||
visibility: wgpu::ShaderStages::VERTEX_FRAGMENT,
|
||||
ty: wgpu::BindingType::Texture {
|
||||
multisampled: false,
|
||||
view_dimension: wgpu::TextureViewDimension::D2,
|
||||
|
@ -147,7 +172,7 @@ impl TextureArray {
|
|||
// Texture sampler
|
||||
wgpu::BindGroupLayoutEntry {
|
||||
binding: 1,
|
||||
visibility: wgpu::ShaderStages::FRAGMENT,
|
||||
visibility: wgpu::ShaderStages::VERTEX_FRAGMENT,
|
||||
ty: wgpu::BindingType::Sampler(wgpu::SamplerBindingType::Filtering),
|
||||
count: NonZeroU32::new(1),
|
||||
},
|
||||
|
@ -161,7 +186,6 @@ impl TextureArray {
|
|||
entries: &[
|
||||
wgpu::BindGroupEntry {
|
||||
binding: 0,
|
||||
// Array of all views
|
||||
resource: wgpu::BindingResource::TextureViewArray(&views),
|
||||
},
|
||||
wgpu::BindGroupEntry {
|
||||
|
@ -174,8 +198,9 @@ impl TextureArray {
|
|||
return Ok(Self {
|
||||
bind_group,
|
||||
bind_group_layout,
|
||||
textures: textures,
|
||||
sprites,
|
||||
starfield_handle: ct.get_starfield_handle(),
|
||||
data: tx,
|
||||
});
|
||||
}
|
||||
}
|
||||
|
|
|
@ -89,7 +89,7 @@ pub struct ObjectInstance {
|
|||
pub transform: [[f32; 4]; 4],
|
||||
|
||||
/// What texture to use for this sprite
|
||||
pub texture_index: u32,
|
||||
pub sprite_index: u32,
|
||||
}
|
||||
|
||||
impl BufferObject for ObjectInstance {
|
||||
|
@ -122,7 +122,7 @@ impl BufferObject for ObjectInstance {
|
|||
shader_location: 5,
|
||||
format: wgpu::VertexFormat::Float32x4,
|
||||
},
|
||||
// Texture
|
||||
// Sprite
|
||||
wgpu::VertexAttribute {
|
||||
offset: mem::size_of::<[f32; 16]>() as wgpu::BufferAddress,
|
||||
shader_location: 6,
|
||||
|
@ -146,7 +146,7 @@ pub struct UiInstance {
|
|||
pub color: [f32; 4],
|
||||
|
||||
/// What texture to use for this sprite
|
||||
pub texture_index: u32,
|
||||
pub sprite_index: u32,
|
||||
}
|
||||
|
||||
impl BufferObject for UiInstance {
|
||||
|
@ -185,7 +185,7 @@ impl BufferObject for UiInstance {
|
|||
shader_location: 6,
|
||||
format: wgpu::VertexFormat::Float32x4,
|
||||
},
|
||||
// Texture
|
||||
// Sprite
|
||||
wgpu::VertexAttribute {
|
||||
offset: mem::size_of::<[f32; 20]>() as wgpu::BufferAddress,
|
||||
shader_location: 7,
|
||||
|
|
Loading…
Reference in New Issue